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jmac

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Everything posted by jmac

  1. Everything you're saying makes it pretty clear you don't respect their privacy though. The mapper's private life isn't "part of the mystery". From the looks of it, it was never intended to be. It's fucked up to be disappointed that they don't want people dredging up private details of their life over a doom map.
  2. Last couple months has been pretty hectic for me, so i haven't had the time/energy to get my map past the planning stages yet. After this week however, things should be slowing down, and i'm planning to have something concrete to show by the end of the month.
  3. The first Doomium was fantastic. Gonna be starting this one up right away.
  4. If true, then fair enough. I haven't been following the project closely. Surely you can see why saying that you "literally" never put in any effort would leave a bad impression though.
  5. Yet you're currently leading a community project. Cool. Glad i didn't join that one
  6. Not so much related to descent 3, but I feel the need to thank you for introducing me to the source ports for descent 1 & 2. I loved the first game before I had even heard of doom, and somehow didn't know these existed til today.
  7. Just finished playing through this, and it's really something else. The open layout made it feel like I was playing a horror-drenched version of Lost Civilisation, and the atmosphere was incredible. With the exception of maybe Countrycide, this is the only wad that's actually made me feel a bit afraid. The reveal at the end is the stuff of nightmares, though you can avoid the cyberdemons almost entirely once you know what you're doing (on HMP at least, haven't tried UV yet).
  8. Damage is already scaled down for ITYTD, and there's no difficulty where the seargent can come even close to 1-shotting a player.
  9. I managed to beat the first map after about 10 minutes of trying, and I felt pretty good about that. My pride fizzled out though when I realized it was titled "the warmup".
  10. I looked up what this gnome acheivement is, and i'm still baffled why anyone would want this. Whenever i've seen an acheivment pop up while playing a game, it's only ever been a mild annoyance to me.
  11. Edit: Oops, posted this comment on the wrong map.
  12. This is one of the best-looking maps I've played. I especially liked the doomcute lab equipment in the baron room. The gameplay is also very solid, and you managed to squeeze a lot of good encounters out of a pretty small monster count.
  13. The unity add-ons aren't really official mapsets, and would change most people's answers if they were included. No Rest For The Living was monetized by ID on its release, long before the unity port. It's just as official as plutonia or tnt.
  14. I've only played the first couple maps at this point, but so far this is great. I found a softlock in map 2, at the tunnel entrance that looks like a mouth. It's pretty easy to accidentally fall in between the tongue and teeth, and if you do, there's no way out.
  15. This is apparently an unpopular opinion, but The Pit is my favourite official map. Something about the weird progression (especially when played with pistol start) is just really fun and memorable to me. BTW, No Rest For The Living is also an official mapset. There's no mention of it in the OP.
  16. Anathema 2 sometimes makes me feel like I've stepped into an inside-joke that I don't understand, but I've been having a great time playing through it. The OST is also fantastic.
  17. If you're looking for "bad" wads that can also be genuinely enjoyable, I recommend Skyewood, by Steve Rescoe. https://www.doomworld.com/idgames/levels/doom2/s-u/skyewood The textures, sprites, and sound replacements used are very strange, and the progression is even stranger, leading to frustration when I was playing it. However, the whole thing has an undeniable charm that has made it stick in my mind. I may not have had fun playing it, but I still can't help remembering it fondly.
  18. Very tiny map, but what's there is pretty great. Texture work is good, and the encounters are fun. My only nitpick is the chaingun in the final room feels pointless, because you've already provided a super shotgun with loads of ammo, and put it in the same room as a BFG.
  19. I used dsda doom. Aside from the sky and the music, was anything else missing?
  20. As requested, here's a video of my blind playthrough. The map is very basic, both visually and in terms of combat design. Placement of weapons and powerups felt very haphazard, with most of the items being unnecessary. Prime examples of this are the super shotgun I didn't feel the need to use because of the plasma rifle in the same room, the invisibility sphere that was really only good against a single chaingunner, and the rocket launcher and soul sphere at the very end that I didn't even have a chance to pick up. That said, there were little touches of creativity on display here that I genuinely appreciated. The visuals are very basic, but they aren't ugly, and I thought the room with the little pool of water and drain was a nice bit of detailing. My advice is to spend more time on your maps, especially when it comes to deciding the item and enemy placement. Even a small, basic map can be a lot of fun if it feels well thought out.
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